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<blockquote data-quote="Grimhelm" data-source="post: 2745311" data-attributes="member: 37079"><p>I am not defending the same-old-same-old. I believe that good GMs are not created, they are born. I don't believe there is much in the way of rules that is going to make a GM better. And, quite frankly, it all hinges upon the GM. To have an optimum playing experience, in the sense of role playing and roll playing, you need to have a GM with skill. No amount of rules is going to elevate the game from board game status to role playing genius. </p><p></p><p>It is just my opinion, of course, but it sounds to me like you are focusing on the wrong things. The more rules you implement to guide the game, the more you take out the spontanaeity. And in my opinion, the game is all about improvisation. This is just my personal take on it, of course. But, just as in music, the more notes you have, the more you are stifled. Using a sparse set of notes as a base framework to let your players improvise over is much less stifling and much more alive, I think.</p><p></p><p>To put it simply, you will not find me too often in favor of adding rules to an already cumbersome game. And as for fate points, I know they can be used for other things, but I really think to maintain verisimilitude, the outcome of certain dice must be hidden and discreetly represented by the GM. Fate points, in my opinion, immediately erases "fate". I think a player needs to feel that fate has a presence, else danger will not be so dangerous. And, of course I am speaking in generalizations here, but I believe in this as a general rule.</p><p></p><p>Perhaps I am just spoiled! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Grimhelm, post: 2745311, member: 37079"] I am not defending the same-old-same-old. I believe that good GMs are not created, they are born. I don't believe there is much in the way of rules that is going to make a GM better. And, quite frankly, it all hinges upon the GM. To have an optimum playing experience, in the sense of role playing and roll playing, you need to have a GM with skill. No amount of rules is going to elevate the game from board game status to role playing genius. It is just my opinion, of course, but it sounds to me like you are focusing on the wrong things. The more rules you implement to guide the game, the more you take out the spontanaeity. And in my opinion, the game is all about improvisation. This is just my personal take on it, of course. But, just as in music, the more notes you have, the more you are stifled. Using a sparse set of notes as a base framework to let your players improvise over is much less stifling and much more alive, I think. To put it simply, you will not find me too often in favor of adding rules to an already cumbersome game. And as for fate points, I know they can be used for other things, but I really think to maintain verisimilitude, the outcome of certain dice must be hidden and discreetly represented by the GM. Fate points, in my opinion, immediately erases "fate". I think a player needs to feel that fate has a presence, else danger will not be so dangerous. And, of course I am speaking in generalizations here, but I believe in this as a general rule. Perhaps I am just spoiled! ;) [/QUOTE]
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